Yep, also unlike most benchmarks, this is actually playing the game and all the AI are dynamically fighting and doing different things, so each run is different.
So it cant be trusted as a benchmark....
Yep, also unlike most benchmarks, this is actually playing the game and all the AI are dynamically fighting and doing different things, so each run is different.
It's up to 20%, and that depends on how pervasive its usage is:
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FCAT is broken so the Guru3D results are wrong: http://www.extremetech.com/extreme/223654-instrument-error-amd-fcat-and-ashes-of-the-singularity
Basically AMD support WDM instead of DirectFlip. It reduces tearing and image anomolies. WDM is new to DX12. NVIDIA is still using the older technology.
First, some basics. FCAT is a system NVIDIA pioneered that can be used to record, playback, and analyze the output that a game sends to the display. This captures a game at a different point than FRAPS does, and it offers fine-grained analysis of the entire captured session. Guru3D argues that FCATs results are intrinsically correct because Where we measure with FCAT is definitive though, its what your eyes will see and observe. Guru3D is wrong. FCAT records output data, but its analysis of that data is based on assumptions it makes about the output assumptions that arent accurate in this case.
AMDs driver follows Microsofts recommendations for DX12 and composites using the Desktop Windows Manager to increase smoothness and reduce tearing. FCAT, in contrast, assumes that the GPU is using DirectFlip. According to Oxide, the problem is that FCAT assumes so-called intermediate frames make it into the data stream and depends on these frames for its data analysis. If V-Sync is turned off differently than FCAT expects, the FCAT tools cannot properly analyze the final output. The applications accuracy is only as reliable as its assumptions, after all.
An Oxide representative told us that the only real negative from AMDs switch to DWM compositing from DirectFlip s that it throws off FCAT.
In this case, AMD is using Microsofts recommended compositing method, not the method that FCAT supports, and the result is an FCAT graph that makes AMDs performance look terrible. It isnt. From an end-users perspective, compositing through DWM eliminates tearing in windowed mode and may reduce it in fullscreen mode as well when V-Sync is disabled.
So it cant be trusted as a benchmark....
So it cant be trusted as a benchmark....
Taking account of the frequencies scaling under DX12 is roughly 95%, 33% more perfs for 40% more shaders and 5% lower frequencies while bandwith is not even scaled by 40%...
So what is your point..?.
That it should overscale..??
Not if it's hitting a compute wall. That being said, NVIDIA will optimize their drivers further (hopefully this time they won't be removing effects).Those settings are not "heavily GPU-Bound":
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http://pclab.pl/art67995-15.html
With DX11 the GTX980TI is 10% faster, with DX12 only 27% faster than the GTX970. This card schould be ~47-50% better.
There doesnt exists any reason why nVidia cards dont see an improvement on a 2 core CPU. The DX11 optimization needs at least 4 threads:
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http://www.anandtech.com/show/8962/the-directx-12-performance-preview-amd-nvidia-star-swarm/4
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http://www.anandtech.com/show/9112/exploring-dx12-3dmark-api-overhead-feature-test/3
Not if it's hitting a compute wall. That being said, NVIDIA will optimize their drivers further (hopefully this time they won't be removing effects).
3.5 Tflops vs 5.63 Tflops = 38% more compute. But then we have the fact that it's executing those compute jobs sequentially under DX11.
So you likely have a lower compute utilization on the GTX 980 Ti than you do the GTX 970. If only NVIDIA supported Async Compute eh?
We have a similar situation we had when AMD hadn't yet activated the Async compute portion of Fiji's HWSs when Ashes was in Alpha. A 390x was matching Fiji's performance.
What do you mean there's no improvement? I see the 980 Ti improving by 13%. The others are GPU-bound because the settings are fully maxed with 4x MSAA. Obviously the game is heavily GPU bound because the results are the same on OCed 6700K. The difference on those settings between an FX-4300 DX11 and that 6700K OC is a mere 30% and anything above an i3-6100 has no effect. There's no difference between any of the CPUs for the GTX 970.sontin said:There doesnt exists any reason why nVidia cards dont see an improvement on a 2 core CPU. The DX11 optimization needs at least 4 threads:
Not if it's hitting a compute wall. That being said, NVIDIA will optimize their drivers further (hopefully this time they won't be removing effects).
3.5 Tflops vs 5.63 Tflops = 38% more compute. But then we have the fact that it's executing those compute jobs sequentially under DX11.
So you likely have a lower compute utilization on the GTX 980 Ti than you do the GTX 970. If only NVIDIA supported Async Compute + Graphics eh?
We have a similar situation we had when AMD hadn't yet activated the Async compute portion of Fiji's HWSs when Ashes was in Alpha. A 390x was matching Fiji's performance.
There doesnt exist a "compute wall" with graphics card. There doesnt even exist any logical pipeline with compute operations at all. Compute workload is highly scalable on these architectures.
Ashes of the Singularity measures its own frame variance in a manner similar to FRAPS; we extracted that information for both the GTX 980 Ti and the R9 Fury X. The graph above shows two video cards that perform identically — AMD’s frame times are slightly lower because AMD’s frame rate is slightly higher. There are no other significant differences. That’s what the benchmark “feels” like when viewed in person. The FCAT graph above suggests incredible levels of microstutter that simply don’t exist when playing the game or viewing the benchmark.
What you just wrote doesnt make any sense. There doesnt exist a "compute wall" with graphics card. There doesnt even exist any logical pipeline with compute operations at all. Compute workload is highly scalable on these architectures.
BTW: 5,63 is 60% more than 3,5. :\
Has anyone seen this on FCAT on Ashes?
http://www.extremetech.com/extreme/223654-instrument-error-amd-fcat-and-ashes-of-the-singularity
So it is more problem with FRAPS than AMD Hardware?
I would say "typical Nvidia" but I am scared of consequences.It was discussed above already. FCAT, an NV created tool for DX11... is not compatible with DX12! lol
Has anyone seen this on FCAT on Ashes?
http://www.extremetech.com/extreme/223654-instrument-error-amd-fcat-and-ashes-of-the-singularity
So it is more problem with FRAPS than AMD Hardware?
Although the benchmark 2 of Ashes of the Singularity is equipped with its own FCAT overlay, only made by the game itself log files are used for frametimes diagrams. Because the FCAT overlay produces incorrect results and Nvidia has FCAT is not adjusted for the DirectX 12 API.
Theoretically yes, but not in practice. The more compute cores, the more resource sharing and the more latency is introduced. A GTX 980s individual SIMDs are faster than those of a GTX 980 Ti and a 980 Ti is faster than a TitanX. So yeah a GTX 970 has faster individual SIMDs than a GTX 980 Ti. So if you're executing large batches of compute work, that 60% theoretical advantage drops. Let me show you..
That's SIMD latency. A GTX 980 Ti's SIMDs are 14.5% slower than a GTX 980s. You see NVIDIA Maxwell has more cores sharing less resources than AMD GCN. Maxwell has less hardware redundancy than GCN (meaning less non-shared units). That's why Maxwell consumes less power, it has less hardware on tap.
Ashes of the Singularity has a lot of compute work. Several lights, smoke and post processing effects going on. So a 60% theoretical Tflops advantage will translate into less under real world conditions.
Seriously, what have you just written? More work will result in less advantages? That doesnt make any sense. 60% advantages will result in 60% more performance. It is the nature of a compute archtecture.
That's because you have chosen to not understand.
More compute work will stall graphics rendering for NV GPUs because they run serial, compute is bottlenecking graphics. It's such a simple concept and many people have tried to help you understand many times already. -_-
Now, if compute was running alone, like in CUDA, it's great.
Maybe one day, NV will make Async Compute work with Kepler/Maxwell in their drivers, and you will see better scaling.
It's rare to see a tech journalist so thoroughly put their foot in their mouth. And one of his responses was "cool story bro" I don't even...Why would the chief editor/CEO of a tech site be such outright bias and hostile to a tech company? Contrary, he praises NV for releasing game ready drivers, NV has actually released game ready drivers for Ashes ever since ALPHA (when it was unavailable for the public to play).
I hope that was a momentary lapse and he actually knows who sponsored said title. Anyway this game is going gold quite soon very much looking forward to it. :thumbsup:Its ok, he also called Rise of the Tomb Raider an AMD title...
They will not. To make it truly Asynchronous you need at least TWO Asynchronous engines. What Nvidia can do to deal with this problem is to put on their hardware at least 2 ACE's and one hardware scheduler.
Will they do it? Time will tell.
That's because you have chosen to not understand.
More compute work will stall graphics rendering for NV GPUs because they run serial, compute is bottlenecking graphics. It's such a simple concept and many people have tried to help you understand many times already. -_-